construction_basic.c
//! just declared for module 3 use
class ConstructionBasic
{
void ConstructionBasic(EntityAI parent);
void Init();
void EEInitConstruction();
void InitBaseState();
void OnConstructionVariablesSynchronized();
void OnHealthLevelChanged(int oldLevel, int newLevel, string zone);
bool CanDisplayAttachmentCategoryConstruction(string categoryName)
{
return true;
}
//! Default return value is set so actions from the "inside" are always possible
bool IsPartFacingPlayer(DayZPlayer player, string partName)
{
return false;
}
//! true if any part is buildable by hands
bool CanUseHandConstruction()
{
return false;
}
//! already handled for BBB inside script class, overriden for Rebuilding later
protected bool HandleStorageEvents()
{
return false;
}
void HandleStoreSave(ParamsWriteContext ctx);
void HandleStoreLoad(ParamsReadContext ctx, int version);
void ProcessConstructionDecay(float dTime);
static bool CanConstructionDecay()
{
return !CfgGameplayHandler.GetDisableBaseDecay();
}
void OnConstructionDoorOpenStart(DoorStartParams params);
void OnConstructionDoorCloseStart(DoorStartParams params);
}